mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-10 14:52:08 +00:00
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
This commit is contained in:
parent
76d586a081
commit
8d08bc4d86
12 changed files with 297 additions and 440 deletions
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@ -477,6 +477,7 @@ void Draw_Character (int x, int y, int num)
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GL_Bind (char_texture);
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glColor3f (0.5, 0.5, 0.5);
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glBegin (GL_QUADS);
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glTexCoord2f (fcol, frow);
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glVertex2f (x, y);
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@ -529,7 +530,6 @@ void Draw_Crosshair(void)
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x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
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y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
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glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
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glColor4ubv ( pColor );
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GL_Bind (cs_texture);
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@ -545,7 +545,6 @@ void Draw_Crosshair(void)
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glVertex2f (x - 4, y+12);
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glEnd ();
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glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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} else if (crosshair->value)
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Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+');
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@ -577,7 +576,7 @@ void Draw_Pic (int x, int y, qpic_t *pic)
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if (scrap_dirty)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glColor4f (1,1,1,1);
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glColor3f (0.4, 0.4, 0.4);
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GL_Bind (gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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@ -603,12 +602,7 @@ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
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if (scrap_dirty)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCullFace(GL_FRONT);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // FIXME deek: these cause problems with text. Looking for the real problem
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glColor4f (1,1,1,alpha);
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glColor4f (0.4, 0.4, 0.4, alpha);
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GL_Bind (gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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@ -620,10 +614,7 @@ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
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glTexCoord2f (gl->sl, gl->th);
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glVertex2f (x, y+pic->height);
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glEnd ();
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glColor4f (1,1,1,1);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // FIXME
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glEnable(GL_ALPHA_TEST);
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glDisable (GL_BLEND);
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glColor3f (0.5, 0.5, 0.5);
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}
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void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
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@ -645,7 +636,7 @@ void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int h
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newtl = gl->tl + (srcy*oldglheight)/pic->height;
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newth = newtl + (height*oldglheight)/pic->height;
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glColor4f (1,1,1,1);
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glColor3f (0.4, 0.4, 0.4);
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GL_Bind (gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (newsl, newtl);
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@ -714,7 +705,7 @@ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glColor3f (1,1,1);
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glColor3f (0.4, 0.4, 0.4);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x, y);
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@ -772,21 +763,16 @@ Draw_ConsoleBackground ( int lines )
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else
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ofs = (vid.conheight - lines)/(float)vid.conheight;
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y = (vid.height * 3) >> 2;
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y = vid.height >> 1;
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if (lines > y)
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{
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alpha = 1.0;
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} else {
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// set up to draw alpha console
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alpha = (float)(gl_conalpha->value * 2 * lines)/y;
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCullFace(GL_FRONT);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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alpha = (float)(gl_conalpha->value * lines)/y;
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}
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glColor4f (1.0, 1.0, 1.0, alpha);
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glColor4f (0.5, 0.5, 0.5, alpha);
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// draw the console texture
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GL_Bind (gl->texnum);
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@ -804,10 +790,7 @@ Draw_ConsoleBackground ( int lines )
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// turn off alpha blending
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if (alpha < 1.0)
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{
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glColor4f (1.0, 1.0, 1.0, 1.0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_ALPHA_TEST);
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glDisable (GL_BLEND);
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glColor3f (0.5, 0.5, 0.5);
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}
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if (gl_conspin->value)
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@ -834,7 +817,7 @@ refresh window.
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*/
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void Draw_TileClear (int x, int y, int w, int h)
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{
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glColor3f (1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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GL_Bind (*(int *)draw_backtile->data);
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glBegin (GL_QUADS);
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glTexCoord2f (x/64.0, y/64.0);
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@ -859,9 +842,9 @@ Fills a box of pixels with a single color
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void Draw_Fill (int x, int y, int w, int h, int c)
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{
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glDisable (GL_TEXTURE_2D);
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glColor3f (host_basepal[c*3]/255.0,
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host_basepal[c*3+1]/255.0,
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host_basepal[c*3+2]/255.0);
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glColor3f (host_basepal[c*3]/510.0,
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host_basepal[c*3+1]/510.0,
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host_basepal[c*3+2]/510.0);
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glBegin (GL_QUADS);
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@ -871,7 +854,7 @@ void Draw_Fill (int x, int y, int w, int h, int c)
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glVertex2f (x, y+h);
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glEnd ();
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glColor3f (1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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glEnable (GL_TEXTURE_2D);
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}
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//=============================================================================
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@ -884,9 +867,8 @@ Draw_FadeScreen
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*/
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void Draw_FadeScreen (void)
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{
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glEnable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glColor4f (0, 0, 0, 0.8);
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glColor4f (0, 0, 0, 0.7);
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glBegin (GL_QUADS);
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glVertex2f (0,0);
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@ -895,9 +877,8 @@ void Draw_FadeScreen (void)
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glVertex2f (0, vid.height);
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glEnd ();
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glColor4f (1,1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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glEnable (GL_TEXTURE_2D);
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glDisable (GL_BLEND);
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Sbar_Changed();
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}
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@ -952,13 +933,16 @@ void GL_Set2D (void)
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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GL_DisableMultitexture ();
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glEnable (GL_BLEND);
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_CULL_FACE);
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glDisable (GL_BLEND);
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glEnable (GL_ALPHA_TEST);
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// glDisable (GL_ALPHA_TEST);
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glColor4f (1,1,1,1);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f (0.5, 0.5, 0.5);
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}
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//====================================================================
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@ -492,13 +492,32 @@ Mod_LoadLighting
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*/
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void Mod_LoadLighting (lump_t *l)
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{
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int i;
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byte *in, *out;
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byte d;
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char litfilename[1024];
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if (!l->filelen)
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{
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loadmodel->lightdata = NULL;
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return;
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}
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loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
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memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
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strcpy(litfilename, loadmodel->name);
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COM_StripExtension(litfilename, litfilename);
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strcat(litfilename, ".lit");
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loadmodel->lightdata = Hunk_AllocName ( l->filelen*3, litfilename);
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in = loadmodel->lightdata + l->filelen*2; // place the file at the end, so it will not be overwritten until the very last write
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out = loadmodel->lightdata;
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memcpy (in, mod_base + l->fileofs, l->filelen);
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for (i = 0;i < l->filelen;i++)
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{
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d = *in++;
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*out++ = d;
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*out++ = d;
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*out++ = d;
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}
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}
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@ -790,7 +809,7 @@ void Mod_LoadFaces (lump_t *l)
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if (i == -1)
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out->samples = NULL;
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else
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out->samples = loadmodel->lightdata + i;
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out->samples = loadmodel->lightdata + (i * 3);
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// set the drawing flags flag
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@ -160,7 +160,7 @@ void R_NetGraph (void)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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x = 8;
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glColor3f (1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x, y);
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@ -499,8 +499,6 @@ void R_DrawParticles (void)
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if (alphaTestEnabled)
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin (GL_TRIANGLES);
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VectorScale (vup, 1.5, up);
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@ -625,9 +623,7 @@ void R_DrawParticles (void)
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}
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glEnd ();
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glDisable (GL_BLEND);
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if (alphaTestEnabled)
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glEnable(GL_ALPHA_TEST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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@ -101,7 +101,7 @@ void AddLightBlend (float r, float g, float b, float a2)
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a2 = a2/a;
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v_blend[0] = v_blend[1]*(1-a2) + r*a2;
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v_blend[0] = v_blend[0]*(1-a2) + r*a2;
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v_blend[1] = v_blend[1]*(1-a2) + g*a2;
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v_blend[2] = v_blend[2]*(1-a2) + b*a2;
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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@ -183,7 +183,6 @@ void R_RenderDlights (void)
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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l = cl_dlights;
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@ -195,7 +194,6 @@ void R_RenderDlights (void)
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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@ -125,13 +125,18 @@ cvar_t *r_skyname;
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extern cvar_t *gl_ztrick;
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extern cvar_t *scr_fov;
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byte gammatable[256];
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static float vid_gamma = 1.0;
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/*
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GL_CheckGamma
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More or less redesigned by LordHavoc
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*/
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void
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GL_CheckGamma (unsigned char *pal)
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{
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float f, inf;
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unsigned char palette[768];
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float inf;
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int i;
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if ((i = COM_CheckParm("-gamma")) == 0) {
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@ -143,18 +148,24 @@ GL_CheckGamma (unsigned char *pal)
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} else
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vid_gamma = atof(com_argv[i+1]);
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for (i=0 ; i<768 ; i++)
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// build the gamma table
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if (vid_gamma == 1)
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{
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f = pow ( (pal[i]+1)/256.0 , vid_gamma );
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inf = f*255 + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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palette[i] = inf;
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// screw the math
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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} else {
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for (i = 0; i < 256; i++)
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{
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inf = pow((i+1)/256.0, vid_gamma)*255 + 0.5;
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inf = bound(0, inf, 255);
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gammatable[i] = inf;
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}
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}
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memcpy (pal, palette, sizeof(palette));
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// correct the palette
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for (i = 0; i < 768; i++)
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pal[i] = gammatable[pal[i]];
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}
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@ -277,7 +288,7 @@ void R_DrawSpriteModel (entity_t *e)
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right = vright;
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}
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glColor3f (1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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GL_DisableMultitexture();
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@ -612,15 +623,12 @@ void R_DrawAliasModel (entity_t *e)
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if (gl_smoothmodels->value)
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glShadeModel (GL_SMOOTH);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (gl_affinemodels->value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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R_SetupAliasFrame (currententity->frame, paliashdr);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glShadeModel (GL_FLAT);
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if (gl_affinemodels->value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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@ -632,12 +640,10 @@ void R_DrawAliasModel (entity_t *e)
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glPushMatrix ();
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R_RotateForEntity (e);
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glDisable (GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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glColor4f (0,0,0,0.5);
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GL_DrawAliasShadow (paliashdr, lastposenum);
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glEnable (GL_TEXTURE_2D);
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glDisable (GL_BLEND);
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glColor4f (1,1,1,1);
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glColor3f (0.5, 0.5, 0.5);
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glPopMatrix ();
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}
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@ -777,29 +783,27 @@ void R_PolyBlend (void)
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GL_DisableMultitexture();
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glDisable (GL_ALPHA_TEST);
|
||||
glEnable (GL_BLEND);
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
|
||||
glLoadIdentity ();
|
||||
glLoadIdentity ();
|
||||
|
||||
glRotatef (-90, 1, 0, 0); // put Z going up
|
||||
glRotatef (90, 0, 0, 1); // put Z going up
|
||||
glRotatef (-90, 1, 0, 0); // put Z going up
|
||||
glRotatef (90, 0, 0, 1); // put Z going up
|
||||
|
||||
// software alpha is about GL alpha squared --KB
|
||||
v_blend[3] = sqrt(v_blend[3]);
|
||||
|
||||
glColor4fv (v_blend);
|
||||
|
||||
glBegin (GL_QUADS);
|
||||
|
||||
glVertex3f (10, 100, 100);
|
||||
glVertex3f (10, -100, 100);
|
||||
glVertex3f (10, -100, -100);
|
||||
glVertex3f (10, 100, -100);
|
||||
glEnd ();
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
glEnable (GL_TEXTURE_2D);
|
||||
glEnable (GL_ALPHA_TEST);
|
||||
}
|
||||
|
||||
|
||||
|
@ -987,9 +991,11 @@ void R_SetupGL (void)
|
|||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.5);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1129,7 +1135,6 @@ void R_Mirror (void)
|
|||
glDepthFunc (GL_LEQUAL);
|
||||
|
||||
// blend on top
|
||||
glEnable (GL_BLEND);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
if (mirror_plane->normal[2])
|
||||
glScalef (1,-1,1);
|
||||
|
@ -1147,7 +1152,6 @@ void R_Mirror (void)
|
|||
for ( ; s ; s=s->texturechain)
|
||||
R_RenderBrushPoly (s);
|
||||
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
|
||||
glDisable (GL_BLEND);
|
||||
glColor4f (1,1,1,1);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -68,14 +68,14 @@ int lightmap_bytes; // 1 or 4
|
|||
|
||||
int lightmap_textures;
|
||||
|
||||
unsigned blocklights[4][18*18];
|
||||
unsigned blocklights[18*18*3];
|
||||
|
||||
cvar_t *gl_colorlights;
|
||||
|
||||
#define BLOCK_WIDTH 128
|
||||
#define BLOCK_HEIGHT 128
|
||||
|
||||
#define MAX_LIGHTMAPS 64
|
||||
#define MAX_LIGHTMAPS 256
|
||||
int active_lightmaps;
|
||||
|
||||
typedef struct glRect_s {
|
||||
|
@ -99,21 +99,23 @@ msurface_t *waterchain = NULL;
|
|||
void R_RenderDynamicLightmaps (msurface_t *fa);
|
||||
|
||||
/*
|
||||
===============
|
||||
R_AddDynamicLights
|
||||
===============
|
||||
R_AddDynamicLights
|
||||
|
||||
LordHavoc's redesigned this function completely
|
||||
*/
|
||||
void R_AddDynamicLights (msurface_t *surf)
|
||||
void
|
||||
R_AddDynamicLights (msurface_t *surf)
|
||||
{
|
||||
int lnum;
|
||||
int sd, td;
|
||||
float dist, rad, minlight;
|
||||
float dist, rada, radb;
|
||||
float red, green, blue, brightness;
|
||||
vec3_t impact, local;
|
||||
int s, t;
|
||||
int i;
|
||||
int smax, tmax;
|
||||
mtexinfo_t *tex;
|
||||
dlight_t *dl;
|
||||
unsigned *bl;
|
||||
|
||||
smax = (surf->extents[0]>>4)+1;
|
||||
tmax = (surf->extents[1]>>4)+1;
|
||||
|
@ -124,63 +126,73 @@ void R_AddDynamicLights (msurface_t *surf)
|
|||
if ( !(surf->dlightbits & (1<<lnum) ) )
|
||||
continue; // not lit by this light
|
||||
|
||||
rad = cl_dlights[lnum].radius;
|
||||
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
|
||||
surf->plane->dist;
|
||||
rad -= fabs(dist);
|
||||
minlight = cl_dlights[lnum].minlight;
|
||||
if (rad < minlight)
|
||||
continue;
|
||||
minlight = rad - minlight;
|
||||
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal)
|
||||
- surf->plane->dist;
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
impact[i] = cl_dlights[lnum].origin[i] -
|
||||
surf->plane->normal[i]*dist;
|
||||
}
|
||||
|
||||
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
|
||||
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
|
||||
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]
|
||||
- surf->texturemins[0];
|
||||
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]
|
||||
- surf->texturemins[1];
|
||||
|
||||
local[0] -= surf->texturemins[0];
|
||||
local[1] -= surf->texturemins[1];
|
||||
s = bound (0, local[0]+0.5, (smax-1)*16);
|
||||
t = bound (0, local[1]+0.5, (tmax-1)*16);
|
||||
|
||||
sd = local[0] - s;
|
||||
td = local[1] - t;
|
||||
dist *= dist;
|
||||
|
||||
// get brightest color's value
|
||||
red = cl_dlights[lnum].color[0];
|
||||
green = cl_dlights[lnum].color[1];
|
||||
blue = cl_dlights[lnum].color[2];
|
||||
brightness = max(red, max(green, blue));
|
||||
|
||||
for (t = 0 ; t<tmax ; t++)
|
||||
rada = cl_dlights[lnum].radius * cl_dlights[lnum].radius
|
||||
* (4.0/16.0); // comparison to min acceptable light
|
||||
if (rada*brightness >= (sd*sd + td*td + dist))
|
||||
{
|
||||
td = local[1] - t*16;
|
||||
if (td < 0)
|
||||
td = -td;
|
||||
for (s=0 ; s<smax ; s++)
|
||||
radb = cl_dlights[lnum].radius
|
||||
* cl_dlights[lnum].radius * (256.0*4.0);
|
||||
bl = blocklights;
|
||||
for (t = 0; t < tmax; t++)
|
||||
{
|
||||
sd = local[0] - s*16;
|
||||
if (sd < 0)
|
||||
sd = -sd;
|
||||
if (sd > td)
|
||||
dist = sd + (td>>1);
|
||||
else
|
||||
dist = td + (sd>>1);
|
||||
if (dist < minlight)
|
||||
td = local[1] - t*16;
|
||||
td = td*td + dist;
|
||||
if (rada >= td) // any visible this line?
|
||||
{
|
||||
dl = &cl_dlights[lnum];
|
||||
blocklights[0][t*smax + s] += (rad - dist)*(dl->color[0]*256);;
|
||||
blocklights[1][t*smax + s] += (rad - dist)*(dl->color[1]*256);;
|
||||
blocklights[2][t*smax + s] += (rad - dist)*(dl->color[2]*256);;
|
||||
blocklights[3][t*smax + s] += (rad - dist)*256;
|
||||
}
|
||||
for (s = 0; s < smax; s++)
|
||||
{
|
||||
sd = local[0] - s*16;
|
||||
if (rada >= (sd*sd+td)) // minimum light
|
||||
{
|
||||
brightness = radb / (sd*sd+td);
|
||||
*bl++ += brightness * red;
|
||||
*bl++ += brightness * green;
|
||||
*bl++ += brightness * blue;
|
||||
} else
|
||||
bl+=3; // skip pixel
|
||||
}
|
||||
} else
|
||||
bl+=smax*3; // skip line
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_BuildLightMap
|
||||
R_BuildLightMap
|
||||
|
||||
Combine and scale multiple lightmaps into the 8.8 format in blocklights
|
||||
===============
|
||||
Combine and scale multiple lightmaps
|
||||
After talking it over with LordHavoc, I've decided to switch to using
|
||||
GL_RGB for colored lights and averaging them out for plain white
|
||||
lighting if needed. Much cleaner that way. --KB
|
||||
*/
|
||||
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
|
||||
void
|
||||
R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
|
||||
{
|
||||
int smax, tmax;
|
||||
int t;
|
||||
|
@ -188,7 +200,8 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
|
|||
byte *lightmap;
|
||||
unsigned scale;
|
||||
int maps;
|
||||
unsigned *rbl, *gbl, *bbl, *bl;
|
||||
float t2;
|
||||
unsigned *bl;
|
||||
|
||||
surf->cached_dlight = (surf->dlightframe == r_framecount);
|
||||
|
||||
|
@ -197,79 +210,84 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
|
|||
size = smax*tmax;
|
||||
lightmap = surf->samples;
|
||||
|
||||
// set to full bright if no light data
|
||||
if (/* r_fullbright->value || */ !cl.worldmodel->lightdata)
|
||||
// set to full bright if no light data
|
||||
if (/*r_fullbright->value ||*/ !cl.worldmodel->lightdata)
|
||||
{
|
||||
bl = blocklights;
|
||||
for (i=0 ; i<size ; i++)
|
||||
blocklights[0][i] =
|
||||
blocklights[1][i] =
|
||||
blocklights[2][i] =
|
||||
blocklights[3][i] = 255*256;
|
||||
{
|
||||
*bl++ = 255*256;
|
||||
*bl++ = 255*256;
|
||||
*bl++ = 255*256;
|
||||
}
|
||||
goto store;
|
||||
}
|
||||
|
||||
// clear to no light
|
||||
// clear to no light
|
||||
bl = blocklights;
|
||||
for (i=0 ; i<size ; i++)
|
||||
blocklights[0][i] =
|
||||
blocklights[1][i] =
|
||||
blocklights[2][i] =
|
||||
blocklights[3][i] = 0;
|
||||
{
|
||||
*bl++ = 0;
|
||||
*bl++ = 0;
|
||||
*bl++ = 0;
|
||||
}
|
||||
bl = blocklights;
|
||||
|
||||
// add all the lightmaps
|
||||
// add all the lightmaps
|
||||
if (lightmap)
|
||||
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
||||
maps++)
|
||||
for (maps = 0;
|
||||
maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
|
||||
maps++)
|
||||
{
|
||||
scale = d_lightstylevalue[surf->styles[maps]];
|
||||
surf->cached_light[maps] = scale; // 8.8 fraction
|
||||
bl = blocklights;
|
||||
for (i=0 ; i<size ; i++)
|
||||
{
|
||||
blocklights[0][i] += lightmap[i] * scale;
|
||||
blocklights[1][i] += lightmap[i] * scale;
|
||||
blocklights[2][i] += lightmap[i] * scale;
|
||||
blocklights[3][i] += lightmap[i] * scale;
|
||||
*bl++ += *lightmap++ * scale;
|
||||
*bl++ += *lightmap++ * scale;
|
||||
*bl++ += *lightmap++ * scale;
|
||||
}
|
||||
lightmap += size; // skip to next lightmap
|
||||
}
|
||||
|
||||
// add all the dynamic lights
|
||||
// add all the dynamic lights
|
||||
if (surf->dlightframe == r_framecount)
|
||||
R_AddDynamicLights (surf);
|
||||
|
||||
// bound, invert, and shift
|
||||
store:
|
||||
// bound and shift
|
||||
if (gl_colorlights->value)
|
||||
{
|
||||
stride -= (smax<<2);
|
||||
rbl = blocklights[0];
|
||||
gbl = blocklights[1];
|
||||
bbl = blocklights[2];
|
||||
bl = blocklights[3];
|
||||
for (i=0 ; i<tmax ; i++, dest += stride)
|
||||
stride -= smax * 3;
|
||||
bl = blocklights;
|
||||
for (i = 0; i < tmax; i++, dest += stride)
|
||||
for (j=0 ; j<smax ; j++)
|
||||
{
|
||||
t = *rbl++;
|
||||
dest[0] = 255 - min(t >> 7, 255);
|
||||
t = *gbl++;
|
||||
dest[1] = 255 - min(t >> 7, 255);
|
||||
t = *bbl++;
|
||||
dest[2] = 255 - min(t >> 7, 255);
|
||||
t = *bl++;
|
||||
dest[3] = 255 - min(t >> 7, 255);
|
||||
dest += 4;
|
||||
t = (int) *bl++ >> 8;
|
||||
*dest++ = bound(0, t, 255);
|
||||
t = (int) *bl++ >> 8;
|
||||
*dest++ = bound(0, t, 255);
|
||||
t = (int) *bl++ >> 8;
|
||||
*dest++ = bound(0, t, 255);
|
||||
}
|
||||
} else {
|
||||
bl = blocklights[3];
|
||||
for (i=0 ; i<tmax ; i++, dest += stride)
|
||||
stride -= smax;
|
||||
bl = blocklights;
|
||||
for (i = 0; i < tmax; i++, dest += stride)
|
||||
for (j=0 ; j<smax ; j++)
|
||||
{
|
||||
t = *bl++;
|
||||
dest[j] = 255 - min(t >> 7, 255);
|
||||
t = (int) *bl++ >> 8;
|
||||
t2 = bound(0, t, 255);
|
||||
t = (int) *bl++ >> 8;
|
||||
t2 += bound(0, t, 255);
|
||||
t = (int) *bl++ >> 8;
|
||||
t2 += bound(0, t, 255);
|
||||
t2 *= (1.0/3.0);
|
||||
*dest++ = t2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_TextureAnimation
|
||||
|
@ -350,108 +368,6 @@ void GL_EnableMultitexture(void)
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef _WIN32
|
||||
/*
|
||||
================
|
||||
R_DrawSequentialPoly
|
||||
|
||||
Systems that have fast state and texture changes can
|
||||
just do everything as it passes with no need to sort
|
||||
================
|
||||
*/
|
||||
void R_DrawSequentialPoly (msurface_t *s)
|
||||
{
|
||||
glpoly_t *p;
|
||||
// float *v;
|
||||
// int i;
|
||||
texture_t *t;
|
||||
|
||||
//
|
||||
// normal lightmaped poly
|
||||
//
|
||||
#if 0
|
||||
if ((!(s->flags & (SURF_DRAWSKY|SURF_DRAWTURB)))
|
||||
&& ((r_viewleaf->contents!=CONTENTS_EMPTY && (s->flags & SURF_UNDERWATER)) ||
|
||||
(r_viewleaf->contents==CONTENTS_EMPTY && !(s->flags & SURF_UNDERWATER))))
|
||||
{
|
||||
p = s->polys;
|
||||
|
||||
t = R_TextureAnimation (s->texinfo->texture);
|
||||
GL_Bind (t->gl_texturenum);
|
||||
glBegin (GL_POLYGON);
|
||||
v = p->verts[0];
|
||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||
{
|
||||
glTexCoord2f (v[3], v[4]);
|
||||
glVertex3fv (v);
|
||||
}
|
||||
glEnd ();
|
||||
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
glEnable (GL_BLEND);
|
||||
glBegin (GL_POLYGON);
|
||||
v = p->verts[0];
|
||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||
{
|
||||
glTexCoord2f (v[5], v[6]);
|
||||
glVertex3fv (v);
|
||||
}
|
||||
glEnd ();
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// subdivided water surface warp
|
||||
//
|
||||
if (s->flags & SURF_DRAWTURB)
|
||||
{
|
||||
GL_Bind (s->texinfo->texture->gl_texturenum);
|
||||
EmitWaterPolys (s);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// subdivided sky warp
|
||||
//
|
||||
if (s->flags & SURF_DRAWSKY)
|
||||
{
|
||||
GL_Bind (solidskytexture);
|
||||
speedscale = realtime*8;
|
||||
speedscale -= (int)speedscale;
|
||||
|
||||
EmitSkyPolys (s);
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
GL_Bind (alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale;
|
||||
EmitSkyPolys (s);
|
||||
if (!gl_colorlights->value)
|
||||
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
//
|
||||
// underwater warped with lightmap
|
||||
//
|
||||
p = s->polys;
|
||||
|
||||
t = R_TextureAnimation (s->texinfo->texture);
|
||||
GL_Bind (t->gl_texturenum);
|
||||
DrawGLWaterPoly (p);
|
||||
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
glEnable (GL_BLEND);
|
||||
DrawGLWaterPolyLightmap (p);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
#else
|
||||
/*
|
||||
================
|
||||
R_DrawSequentialPoly
|
||||
|
@ -466,10 +382,8 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
float *v;
|
||||
int i;
|
||||
texture_t *t;
|
||||
vec3_t nv, dir;
|
||||
float ss, ss2, length;
|
||||
float s1, t1;
|
||||
glRect_t *theRect;
|
||||
// vec3_t nv;
|
||||
// glRect_t *theRect;
|
||||
|
||||
//
|
||||
// normal lightmaped poly
|
||||
|
@ -478,14 +392,15 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
|
||||
{
|
||||
R_RenderDynamicLightmaps (s);
|
||||
if (gl_mtexable) {
|
||||
p = s->polys;
|
||||
if (0) //gl_mtexable)
|
||||
{
|
||||
/* p = s->polys;
|
||||
|
||||
t = R_TextureAnimation (s->texinfo->texture);
|
||||
// Binds world to texture env 0
|
||||
GL_SelectTexture(TEXTURE0_SGIS);
|
||||
GL_Bind (t->gl_texturenum);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
// Binds lightmap to texenv 1
|
||||
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
|
@ -512,7 +427,7 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
glVertex3fv (v);
|
||||
}
|
||||
glEnd ();
|
||||
return;
|
||||
return; */
|
||||
} else {
|
||||
p = s->polys;
|
||||
|
||||
|
@ -528,7 +443,6 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
glEnd ();
|
||||
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
glEnable (GL_BLEND);
|
||||
glBegin (GL_POLYGON);
|
||||
v = p->verts[0];
|
||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||
|
@ -537,10 +451,7 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
glVertex3fv (v);
|
||||
}
|
||||
glEnd ();
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -568,13 +479,11 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
|
||||
EmitSkyPolys (s);
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
GL_Bind (alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale & ~127;
|
||||
EmitSkyPolys (s);
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -582,13 +491,13 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
// underwater warped with lightmap
|
||||
//
|
||||
R_RenderDynamicLightmaps (s);
|
||||
if (gl_mtexable) {
|
||||
p = s->polys;
|
||||
if (0) //gl_mtexable)
|
||||
{
|
||||
/* p = s->polys;
|
||||
|
||||
t = R_TextureAnimation (s->texinfo->texture);
|
||||
GL_SelectTexture(TEXTURE0_SGIS);
|
||||
GL_Bind (t->gl_texturenum);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
GL_EnableMultitexture();
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
i = s->lightmaptexturenum;
|
||||
|
@ -619,7 +528,7 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
glVertex3fv (nv);
|
||||
}
|
||||
glEnd ();
|
||||
|
||||
*/
|
||||
} else {
|
||||
p = s->polys;
|
||||
|
||||
|
@ -628,12 +537,9 @@ void R_DrawSequentialPoly (msurface_t *s)
|
|||
DrawGLWaterPoly (p);
|
||||
|
||||
GL_Bind (lightmap_textures + s->lightmaptexturenum);
|
||||
glEnable (GL_BLEND);
|
||||
DrawGLWaterPolyLightmap (p);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
|
@ -727,12 +633,7 @@ void R_BlendLightmaps (void)
|
|||
|
||||
glDepthMask (0); // don't bother writing Z
|
||||
|
||||
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||
|
||||
if (!r_lightmap->value)
|
||||
{
|
||||
glEnable (GL_BLEND);
|
||||
}
|
||||
glBlendFunc (GL_ZERO, GL_SRC_COLOR);
|
||||
|
||||
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
|
||||
{
|
||||
|
@ -784,8 +685,6 @@ void R_BlendLightmaps (void)
|
|||
}
|
||||
}
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
|
||||
// Return to normal blending --KB
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
@ -943,56 +842,6 @@ void R_MirrorChain (msurface_t *s)
|
|||
}
|
||||
|
||||
|
||||
#if 0
|
||||
/*
|
||||
================
|
||||
R_DrawWaterSurfaces
|
||||
================
|
||||
*/
|
||||
void R_DrawWaterSurfaces (void)
|
||||
{
|
||||
int i;
|
||||
msurface_t *s;
|
||||
texture_t *t;
|
||||
|
||||
if (r_wateralpha->value == 1.0)
|
||||
return;
|
||||
|
||||
//
|
||||
// go back to the world matrix
|
||||
//
|
||||
glLoadMatrixf (r_world_matrix);
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
glColor4f (1, 1, 1, r_wateralpha->value);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
||||
{
|
||||
t = cl.worldmodel->textures[i];
|
||||
if (!t)
|
||||
continue;
|
||||
s = t->texturechain;
|
||||
if (!s)
|
||||
continue;
|
||||
if ( !(s->flags & SURF_DRAWTURB) )
|
||||
continue;
|
||||
|
||||
// set modulate mode explicitly
|
||||
GL_Bind (t->gl_texturenum);
|
||||
|
||||
for ( ; s ; s=s->texturechain)
|
||||
R_RenderBrushPoly (s);
|
||||
|
||||
t->texturechain = NULL;
|
||||
}
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
glColor4f (1,1,1,1);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
#else
|
||||
/*
|
||||
================
|
||||
R_DrawWaterSurfaces
|
||||
|
@ -1014,8 +863,7 @@ void R_DrawWaterSurfaces (void)
|
|||
glLoadMatrixf (r_world_matrix);
|
||||
|
||||
if (r_wateralpha->value < 1.0) {
|
||||
glEnable (GL_BLEND);
|
||||
glColor4f (1, 1, 1, r_wateralpha->value);
|
||||
glColor4f (0.5, 0.5, 0.5, r_wateralpha->value);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
}
|
||||
|
||||
|
@ -1054,16 +902,10 @@ void R_DrawWaterSurfaces (void)
|
|||
|
||||
}
|
||||
|
||||
if (r_wateralpha->value < 1.0) {
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
glColor4f (1,1,1,1);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
if (r_wateralpha->value < 1.0)
|
||||
glColor3f (0.5, 0.5, 0.5);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
================
|
||||
|
@ -1154,7 +996,7 @@ void R_DrawBrushModel (entity_t *e)
|
|||
if (R_CullBox (mins, maxs))
|
||||
return;
|
||||
|
||||
glColor3f (1,1,1);
|
||||
glColor3f (1.0, 1.0, 1.0);
|
||||
memset (lightmap_polys, 0, sizeof(lightmap_polys));
|
||||
|
||||
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
|
||||
|
@ -1172,8 +1014,8 @@ void R_DrawBrushModel (entity_t *e)
|
|||
|
||||
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
|
||||
|
||||
// calculate dynamic lighting for bmodel if it's not an
|
||||
// instanced model
|
||||
// calculate dynamic lighting for bmodel if it's not an
|
||||
// instanced model
|
||||
if (clmodel->firstmodelsurface != 0 && !gl_flashblend->value)
|
||||
{
|
||||
for (k=0 ; k<MAX_DLIGHTS ; k++)
|
||||
|
@ -1187,22 +1029,22 @@ void R_DrawBrushModel (entity_t *e)
|
|||
}
|
||||
}
|
||||
|
||||
glPushMatrix ();
|
||||
e->angles[0] = -e->angles[0]; // stupid quake bug
|
||||
glPushMatrix ();
|
||||
e->angles[0] = -e->angles[0]; // stupid quake bug
|
||||
R_RotateForEntity (e);
|
||||
e->angles[0] = -e->angles[0]; // stupid quake bug
|
||||
e->angles[0] = -e->angles[0]; // stupid quake bug
|
||||
|
||||
//
|
||||
// draw texture
|
||||
//
|
||||
for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
|
||||
{
|
||||
// find which side of the node we are on
|
||||
// find which side of the node we are on
|
||||
pplane = psurf->plane;
|
||||
|
||||
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
|
||||
|
||||
// draw the polygon
|
||||
// draw the polygon
|
||||
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
|
||||
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
|
||||
{
|
||||
|
@ -1247,7 +1089,7 @@ void R_RecursiveWorldNode (mnode_t *node)
|
|||
if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
||||
return;
|
||||
|
||||
// if a leaf node, draw stuff
|
||||
// if a leaf node, draw stuff
|
||||
if (node->contents < 0)
|
||||
{
|
||||
pleaf = (mleaf_t *)node;
|
||||
|
@ -1271,9 +1113,9 @@ void R_RecursiveWorldNode (mnode_t *node)
|
|||
return;
|
||||
}
|
||||
|
||||
// node is just a decision point, so go down the apropriate sides
|
||||
// node is just a decision point, so go down the apropriate sides
|
||||
|
||||
// find which side of the node we are on
|
||||
// find which side of the node we are on
|
||||
plane = node->plane;
|
||||
|
||||
switch (plane->type)
|
||||
|
@ -1297,10 +1139,10 @@ void R_RecursiveWorldNode (mnode_t *node)
|
|||
else
|
||||
side = 1;
|
||||
|
||||
// recurse down the children, front side first
|
||||
// recurse down the children, front side first
|
||||
R_RecursiveWorldNode (node->children[side]);
|
||||
|
||||
// draw stuff
|
||||
// draw stuff
|
||||
c = node->numsurfaces;
|
||||
|
||||
if (c)
|
||||
|
@ -1348,7 +1190,7 @@ void R_RecursiveWorldNode (mnode_t *node)
|
|||
|
||||
}
|
||||
|
||||
// recurse down the back side
|
||||
// recurse down the back side
|
||||
R_RecursiveWorldNode (node->children[!side]);
|
||||
}
|
||||
|
||||
|
@ -1371,20 +1213,21 @@ void R_DrawWorld (void)
|
|||
currententity = &ent;
|
||||
currenttexture = -1;
|
||||
|
||||
glColor3f (1,1,1);
|
||||
glColor3f (1.0, 1.0, 1.0);
|
||||
memset (lightmap_polys, 0, sizeof(lightmap_polys));
|
||||
// Be sure to clear the skybox --KB
|
||||
R_ClearSkyBox ();
|
||||
|
||||
R_RecursiveWorldNode (cl.worldmodel->nodes);
|
||||
|
||||
DrawTextureChains ();
|
||||
DrawTextureChains ();
|
||||
|
||||
R_BlendLightmaps ();
|
||||
|
||||
// Adjust the depth range and draw the skybox, ensuring it's behind
|
||||
// everhting else. This fixes the problem where some things are
|
||||
// drawn as sky when something else should be drawn. --KB
|
||||
glColor3f (0.5, 0.5, 0.5);
|
||||
glDepthRange (gldepthmax, gldepthmax);
|
||||
R_DrawSkyBox ();
|
||||
glDepthRange (gldepthmin, gldepthmax);
|
||||
|
@ -1469,7 +1312,8 @@ int AllocBlock (int w, int h, int *x, int *y)
|
|||
best2 = allocated[texnum][i+j];
|
||||
}
|
||||
if (j == w)
|
||||
{ // this is a valid spot
|
||||
{
|
||||
// this is a valid spot
|
||||
*x = i;
|
||||
*y = best = best2;
|
||||
}
|
||||
|
@ -1659,8 +1503,8 @@ void GL_BuildLightmaps (void)
|
|||
|
||||
if (gl_colorlights->value)
|
||||
{
|
||||
gl_lightmap_format = GL_RGBA;
|
||||
lightmap_bytes = 4;
|
||||
gl_lightmap_format = GL_RGB;
|
||||
lightmap_bytes = 3;
|
||||
} else {
|
||||
gl_lightmap_format = GL_LUMINANCE;
|
||||
lightmap_bytes = 1;
|
||||
|
@ -1682,6 +1526,7 @@ void GL_BuildLightmaps (void)
|
|||
continue;
|
||||
if ( m->surfaces[i].flags & SURF_DRAWSKY )
|
||||
continue;
|
||||
GL_CreateSurfaceLightmap (m->surfaces + i);
|
||||
BuildSurfaceDisplayList (m->surfaces + i);
|
||||
}
|
||||
}
|
||||
|
@ -1704,9 +1549,10 @@ void GL_BuildLightmaps (void)
|
|||
GL_Bind(lightmap_textures + i);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
|
||||
, BLOCK_WIDTH, BLOCK_HEIGHT, 0,
|
||||
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
|
||||
BLOCK_HEIGHT, 0, gl_lightmap_format,
|
||||
GL_UNSIGNED_BYTE, lightmaps +
|
||||
i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
|
||||
}
|
||||
|
||||
if (!gl_texsort->value)
|
||||
|
|
|
@ -1175,7 +1175,7 @@ void SCR_UpdateScreen (void)
|
|||
// do 3D refresh drawing, and then update the screen
|
||||
//
|
||||
SCR_SetUpToDrawConsole ();
|
||||
|
||||
|
||||
V_RenderView ();
|
||||
|
||||
GL_Set2D ();
|
||||
|
@ -1225,6 +1225,20 @@ void SCR_UpdateScreen (void)
|
|||
M_Draw ();
|
||||
}
|
||||
|
||||
// LordHavoc's lighting fix
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
glColor3f (1.0, 1.0, 1.0);
|
||||
glBlendFunc (GL_DST_COLOR, GL_ONE);
|
||||
glBegin (GL_QUADS);
|
||||
glVertex2f (0,0);
|
||||
glVertex2f (vid.width, 0);
|
||||
glVertex2f (vid.width, vid.height);
|
||||
glVertex2f (0, vid.height);
|
||||
glEnd ();
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
|
||||
V_UpdatePalette ();
|
||||
|
||||
GL_EndRendering ();
|
||||
|
|
|
@ -67,50 +67,54 @@ void V_CalcPowerupCshift (void);
|
|||
qboolean V_CheckGamma (void);
|
||||
|
||||
/*
|
||||
=============
|
||||
V_CalcBlend
|
||||
=============
|
||||
V_CalcBlend
|
||||
|
||||
LordHavoc made this a real, (messy,) true alpha blend. Cleaned it up
|
||||
a bit, but otherwise this is his code. --KB
|
||||
*/
|
||||
void V_CalcBlend (void)
|
||||
void
|
||||
V_CalcBlend (void)
|
||||
{
|
||||
float r, g, b, a, a2;
|
||||
int j;
|
||||
float r, g, b, a, a2, a3;
|
||||
int j;
|
||||
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
a = 0;
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
a = 0;
|
||||
|
||||
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
||||
{
|
||||
/* if (!gl_cshiftpercent.value)
|
||||
CVAR_FIXME */
|
||||
if (!gl_cshiftpercent->value)
|
||||
continue;
|
||||
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
||||
{
|
||||
if (!gl_cshiftpercent->value)
|
||||
continue;
|
||||
|
||||
/* a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
|
||||
CVAR_FIXME */
|
||||
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
|
||||
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
|
||||
|
||||
// a2 = (cl.cshifts[j].percent/2)/255.0;
|
||||
if (!a2)
|
||||
continue;
|
||||
a = a + a2*(1-a);
|
||||
//Con_Printf ("j:%i a:%f\n", j, a);
|
||||
a2 = a2/a;
|
||||
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
|
||||
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
|
||||
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
|
||||
}
|
||||
if (!a2)
|
||||
continue;
|
||||
|
||||
v_blend[0] = r/255.0;
|
||||
v_blend[1] = g/255.0;
|
||||
v_blend[2] = b/255.0;
|
||||
v_blend[3] = a;
|
||||
if (v_blend[3] > 1)
|
||||
v_blend[3] = 1;
|
||||
if (v_blend[3] < 0)
|
||||
v_blend[3] = 0;
|
||||
a2 = min(a2, 1.0);
|
||||
r += (cl.cshifts[j].destcolor[0]-r) * a2;
|
||||
g += (cl.cshifts[j].destcolor[1]-g) * a2;
|
||||
b += (cl.cshifts[j].destcolor[2]-b) * a2;
|
||||
|
||||
a3 = (1.0 - a) * (1.0 - a2);
|
||||
a = 1.0 - a3;
|
||||
}
|
||||
|
||||
if (a > 1.0)
|
||||
{
|
||||
a2 = 1.0 / a;
|
||||
r *= a2;
|
||||
g *= a2;
|
||||
b *= a2;
|
||||
a = 1.0;
|
||||
}
|
||||
|
||||
v_blend[0] = min(r, 255.0)/255.0;
|
||||
v_blend[1] = min(g, 255.0)/255.0;
|
||||
v_blend[2] = min(b, 255.0)/255.0;
|
||||
v_blend[3] = bound (0.0, a, 1.0);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -174,15 +178,9 @@ void V_UpdatePalette (void)
|
|||
a = 1-a;
|
||||
for (i=0 ; i<256 ; i++)
|
||||
{
|
||||
ir = i*a + r;
|
||||
ig = i*a + g;
|
||||
ib = i*a + b;
|
||||
if (ir > 255)
|
||||
ir = 255;
|
||||
if (ig > 255)
|
||||
ig = 255;
|
||||
if (ib > 255)
|
||||
ib = 255;
|
||||
ir = min(i*a + r, 255);
|
||||
ig = min(i*a + g, 255);
|
||||
ib = min(i*a + b, 255);
|
||||
|
||||
ramps[0][i] = gammatable[ir];
|
||||
ramps[1][i] = gammatable[ig];
|
||||
|
@ -207,3 +205,4 @@ void V_UpdatePalette (void)
|
|||
|
||||
VID_ShiftPalette (pal);
|
||||
}
|
||||
|
||||
|
|
|
@ -309,14 +309,11 @@ void EmitBothSkyLayers (msurface_t *fa)
|
|||
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
GL_Bind (alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -901,15 +898,12 @@ void R_DrawSkyChain (msurface_t *s)
|
|||
for (fa=s ; fa ; fa=fa->texturechain)
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
GL_Bind (alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
for (fa=s ; fa ; fa=fa->texturechain)
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -242,7 +242,7 @@ void VID_SetPalette (unsigned char *palette)
|
|||
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
|
||||
*table++ = v;
|
||||
}
|
||||
d_8to24table[255] &= 0xffffff; // 255 is transparent
|
||||
d_8to24table[255] &= 0; // 255 is transparent
|
||||
|
||||
// JACK: 3D distance calcs - k is last closest, l is the distance.
|
||||
// FIXME: Precalculate this and cache to disk.
|
||||
|
@ -330,8 +330,7 @@ void GL_Init (void)
|
|||
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -663,8 +663,7 @@ void GL_Init (void)
|
|||
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
#if 0
|
||||
CheckArrayExtensions ();
|
||||
|
@ -818,6 +817,11 @@ void VID_Shutdown (void)
|
|||
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
|
||||
// LordHavoc: free textures before closing (may help NVIDIA)
|
||||
for (i = 0;i < 8192;i++)
|
||||
temp[i] = i;
|
||||
glDeleteTextures(8192, temp);
|
||||
|
||||
if (hRC)
|
||||
wglDeleteContext(hRC);
|
||||
|
||||
|
|
Loading…
Reference in a new issue